Eubanks demonstrates the Touch controllers working inside the SteamVR environment, interacting with UI elements with the virtual versions of the controllers still currently represented as SteamVR devices, with the exception that both now sport fetching Oculus logos.

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“I want people (devs), to make as much content as they can on BOTH systems, C’mon guys, both of these things are awesome, the Vive or the Oculus.”

Well said Eubanks. Both systems ARE awesome. Let’s develop for both :)

The Oldest Bro

Woo Hoo, WTG bro!!!

TechnoHunter

yes!

Luke

I wish Oculus could add some holes to the bottom of the controllers touch so we can extend the grip with a simple plastic add-on to simulate a lightsaber grip. I believe also disney wish this. :Phttps://youtu.be/hz2I8yBZw7A?t=150

Jean Thompson

This looks sick! I wonder how big of an area it will allow though. I have both rift and vive. I’m designing games for Vive atm, I hope adding touch controls won’t be to hard.hmmmmm

Scott C

Based on what I’ve seen, you’d be best served to consider limiting the space your game will gobble up to accommodate your average player’s available space long before you run into a limitation on the Rift/Touch’s tracking space.

Jean Thompson

The Games I’m working on have no limit or don’t require room scale. I was just wondering.

RealityCheckVR

If you are using the SteamVR SDK than it will automatically work with Oculus Rift and Touch controllers no worries)
Few minor differences between the two)
Excited to see what your working on!!! :D

Jean Thompson

Thanks! And my game was greenlit on steam. Its called virtual insanity! Right now it only works on DK2 and Vive with re-vive. But full support is on the way!

James Friedman

Yeah his workspace was pretty minimal :)

The Boss Gamer

how did you get the oculus touch controllers oculus doesnt let anyone have them yet